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sportrmhcnh

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  1. Like
    sportrmhcnh reacted to Jonjon in How is the Unreal Engine 4 plugin coming along?   
    Because I'm dying for it.
  2. Like
    sportrmhcnh reacted to hunterfox in gui looks bad on macbook pro retina   
    Hi!
     
    I want to buy the PRO version but the gui looks pretty bad and complicated work with the program.
    the other problem is that the final version works very slow and also tried b11 version.
     
    the b9 version works well graphically but all have the problem gui.
     
    i've a
    macbook pro retina display
    Yosemite 10.10
     
     
    I hope you can help me because I am very interested in the program
     
     
     

  3. Like
    sportrmhcnh reacted to Iska in Is there any way to change play speed?   
    Hello!
    I created animation what are i like mostly with 200% Spriter play speed. Is there any way to make my gif with same play speed without change all my keyframes manually? Some scaling option or something in export settings?
  4. Like
    sportrmhcnh reacted to SymboliC in Timeline specific questions/requests...   
    Hi,
     
    Here are my questions about little details which would speed the things up maybe?
     
    1) While animating, I just click the keyframe and drag and drop it to another point in the timeline. Is it possible to show the timeline position dynamically while dragging the keyframe?
     
    2) While trying to enter a value into the "current time" panel, the numeric keypad does not work as I expect it so and I can only enter a number/value by using the numeric keys above the letters on the keyboard. Is this done on purpose to reserve those keys for something different or is this kind of a bug?...  :???:
     
    Thanks a lot...
  5. Like
    sportrmhcnh reacted to shibekin69 in Expand timeline easing feature?   
    Hi,
     
    I noticed that for some implementations of Spriter, things are not kept up to date anymore, like with the Haxe implementations, I don't see the timeline easing implemented. Is there a way (or maybe this can be a new feature) to be able to add frames to an animation into the number of frames desired with easing applied? For example: If an eased animation has two frames, and I'd like to easily add 6 frames in between with the proper easing movements applied on the sprite parts and keyframe positioning so this easing feature is still useful for those whose platforms are not too actively supported at the moment?
  6. Like
    sportrmhcnh reacted to loudo in Copy/paste   
    Well, I don't know if there is an efficient way to achieve that.
    Let's say I have an object on a timeline and I want to add an other object, I only have to drag and drop the file on the frame I want to add it.
    But then, I want a new occurence of this object in an other frame, is it possible to only copy and paste instead of drag and drop it again ?
     
    I tried to copy/paste but it seems that it also copy/paste the first object.
     
    So I would like to copy/paste only one object.
     
    EDIT : the key all and the key selected buttons don't create a frame for objects with empty frame when there is already a frame of an object.
  7. Like
    sportrmhcnh reacted to lucid in End of year update   
    Happy New Year!
        This was a big year as we released Spriter 1.0 and are now on Steam.  We also released two new Art Packs, a new promo video, and a new site and forums.  Now that the foundation is set, 2015 will be an exciting year for Spriter Pro owners.  We already have some amazing unannounced features in the works that we can't wait to share once they're ready to be unveiled.  
        
        I'm currently focused on creating a working, fully featured and well documented reference implementation.  Once finished, this should make creating full Spriter support for any particular authoring system trivial.  And we'll be focusing resources and efforts into helping developers port this to as many languages and authoring systems as possible.  Originally we were going to make this a barebones implementation with support for all Spriter Pro features, but we've decided to take a bit longer and include several implementation and playback features that most developers will want in their arsenal.
        
        Sorry for our slow response times on the forums and tech support during the holidays.  Don't worry, you haven't been forgotten, and we will respond and help you resolve your issues as soon as we can.  We also realize there are a few open bugs with Spriter R2, and we'll do our best to fix them as soon as this implementation is complete.

        On a final note, the Steam Sale ends on January 2nd, so there are only two days left to get Spriter Pro for 50% off.  Also on BrashMonkey.com Spriter Pro and all of our Art Packs and bundles are also 50% until January 2nd using the coupon code HAPPYHOLIDAYS.

        Thank you everyone for a great year, and we look forward to making 2015 an awesome year for Spriter users.
  8. Like
    sportrmhcnh reacted to randomdood in Newbie Question: Steam Version vs Non-Steam   
    Hello my fellow 2d animators. Quick question:
     
    I was browsing steam, saw the sale for spriter, looked it up, thought the program was interesting because it follows my work flow. My question is however, is there a differance in the how the steam version handles licensing and restrictions? If I get the steam version, is it just like a normal program and I'm just buying it from steam, or am I required to launch it through steam or have steam running running in order to use it? If its the former, will I get a program key that will work with the normal version?
  9. Like
    sportrmhcnh reacted to Kinsman in Please post feature suggestions here.   
    I downloaded the latest alpha, and I had two suggestions.
    1) If you want to make an animation that involves simple flipping of a part, i.e. making someone's head look back and forth, you end up with a tween that makes the head literally flip like a piece of paper.
    In a frame-based timeline, what you'd do is have the frame just before make the head face one way and the frame just after, make it face other way. But it's a little more trouble with the seconds-based timeline that Spriter has.
    My suggestion is - could you make it so that you can drag pre-flipped versions of your images from the file list into the screen, and have them be considered separate ID's from the non-flipped versions?
    2) Spriter could be used for full-screen cutscenes, as well as character animation. If you want to use it that way, often you're also working with a background audio track that you want to sync with the action.
    I know that you're planning to have sounds play during the animation preview - but could you make it so that sounds also play when you're scrubbing the timeline?
    Thanks for making Spriter.
  10. Like
    sportrmhcnh reacted to bwwd in tutorial for ducking/crouching animation in spriter ?   
    This is very basic animation but im wondering how it should be done in spriter , i tried various methods and failed, feet always move and wont stay on the ground, it works really nice when you lock foot and knee bone with IK locking then grab torso and move down, character is ducking perfectly but once its animated then its quite a mess and feet go through the ground , adding keyframes midway to fix this isnt really that nice looking and i still can see that feet are moving.
    The only way is to disconnect feet bones from knee bones because knee bones are pushing feet bones down throug hthe ground, this is how it looks like :

     
    ITs with 2 keyframes at 0 and 500, then when i add keyframes at 250 and 750 to move feet to their proper place on the ground then it looks like this :

     
    Still bad.
    So i was wondering how do you guys do it so animations like this looks like they should ? In other software i just use proper IK rig and i never had this problem but in spriter its a bit weird, theres no priority at all, knee bones are pushing feet bones even tho knee bones dont hgave any keyframes, i think there should be priority so for example if foot has keyframe on 0 and 500 and knee follows it then knee should not push foot bone like that especially if foot bone is in the same position on both keyframes.Knee bone is affecting animation but it doesnt really have any keyframe, i do this animation by locking feet and knee bones with IK locking and then i pull torso bone down, so only torso is having keyframe really thats all, but hip and knee bones dont really bend as fast as they should, in my opinion spriter should know that it needs to bend knees faster so they wont push feet through the ground.
    .I dont know, there should be some other way to do it nicely with 2 keyframes only but currently i have no clue thats why im asking here.
    How to do crouch animation and keep feet on the ground at all times ?
    The only way i think is to disconnect feet bones from knee bones, you still need to create keyframes at 250 and 750 to fix ankle area so its in proper shape.Not possible to do with only 2 keyframes, i needed 4 for this :

    I believe this could be fixed by setting priority in spriter so when bone is in the same spot on 2 keyframes then other bones should never be able to move it from its place between these 2 keyframes.Or maybe rigs with breaking IK chains will be introduced i dont know, so far its not possible to do such simple animation without breaking skeleton.
  11. Like
    sportrmhcnh reacted to lucid in Spriter R3 Bug Thread   
    Please post bug and crash reports for Spriter R3 here.
  12. Like
    sportrmhcnh reacted to esDotDev in Fighting with "object_" names   
    We're trying to port our animations over to Unity, and I think we're running into some bugs as a result of old version of Spriter.
     
    The problem is only present in some of our very earliest animations. Under the Z-Index column, all the pieces are named "object_00x" to "object_2xx", and each animation has unqiue names. So, our main character has over 200 of these objects defined in his SCML file. For example:
          
    etc...
     
    This breaks the Sprite2Unity importer and Sprite Swapping functionality, as it creates a new child for every single unique name in the z-index column.
     
    If I try and rename the animations, and make them look like this:

     
    Spriter won't allow me to do it. I can fix one animation, but when fixing subsequent anims, Sprite auto renames "head" to "head_000", or "torso" to "torso_000". Next animation, will force me to name it "Head_002", and etc. It simply won't allow me to fix these names within the Editor.
     
    Is there any way you can think of to fix these old SCML files? I can't hand edit it, it's close to 11,000 lines... 
  13. Like
    sportrmhcnh reacted to lucid in Spriter R3 Released!   
    Hi everyone,
     
    We're please to announce the release of Spriter build R3, which includes some great new time saving features and bug fixes.
     
    First a quick note to Linux users.  Spriter for Linux is available to test on Steam.  We're not going to officially announce it as supported for Steam until we get some more users to confirm it works for them.  Please reply here if you get a chance to try it and it works, or if it doesn't, please post as many details as you can, such as OS version, 64 or 32 bit, any relevant error messages, etc.  If you own Spriter Pro on Steam, just log into Steam under Linux, and it should be available.
     
    As for Spriter R3, we've got handy new shortcuts for moving through the timeline, and a new batch export (to png/gif) feature.
     
    Here is a quick video showing showcasing whats new to R3 (Full Change-log at the bottom of this post):

       
    We hope this new build will save you time and make using Spriter an even more convenient and enjoyable experience, and we also hope you find it to be worth the wait.
    Speaking of waiting, we apologize for the prolonged silence in regards to the Spriter reference implementation we're working on. While it is our top priority until it's finished, there has been a great deal of preliminary planning, and careful design decisions to work through before the actual coding was begun.
     
    Our original plan was to create a basic implementation which covers only Spriter's current feature set as quickly as possible, but then realized that a rushed version would definitely cause the need for some fairly drastic re-writes in order to accommodate several of the up-coming features we have planned for the coming many months.

    This made us realize its a better idea to take the time needed to do it right...to make sure its as future/feature proof as possible, and that it's built from the ground up in anticipation of the upcoming expanded feature-set. In fact, some of the new features will just work instantly on any Spriter implementation ported from the reference implementation as soon as the feature becomes available in Spriter.  We've also done quite a bit of planning to ensure that even some of the larger upcoming features will require minimal additions to existing code.
    In other news, aside from the preliminary work for the implementation itself, as well as small bug fixes and new features to Spriter itself, we've also been very busy with many other investments in Spriter's future, including but not limited to commencing with the design and creation of a new art pack, which will not only introduce new animation and art content to Spriter's library (hint, not for a side-scrolling game type), but will also introduce several new features to Spriter itself. These new features will not only give this art pack an unprecedented level of customizability, but will also offer even more flexibility and options to all Spriter users for the creation of their own original content. (more on this up-coming new art pack is a future update. It's roughly half finished, but still several months away.)
    Again, we apologize for the not so regular updates, and we will make sure the next update won't take so long, and progress reports will be more frequent and more complete.  We'll do everything we can to make the implementation (and eventual new features that it will accommodate) well worth the wait. And of course, once we're finished, our focus will be on helping developers port this fully featured implementation to as many authoring systems languages as possible.
    Thanks again everyone for your support and patience.
    Cheers, Edgar at BrashMonkey


    Download Spriter R3 here if you don't have the Steam version or automatic update notifications on.
     
     
    Spriter Release 3
    Released 2/26/2015
     
    Additions and Enhancements
    Added Shift key modifier to shortcuts for Previous Keyframe and Next Keyframe (1 and 2 keys). Shift+1 and Shift+2 will go to the previous and next frame where the currently selected objects are keyed Added Control key modifier to shortcuts for Previous Keyframe and Next Keyframe (1 and 2 keys). Ctrl+1 and Ctrl+2 increment and decrement time by the currently set Snapping Interval, or by one millisecond if snapping is turned off Cleaned up Export to PNG/Gif Dialog to hide controls that don't apply to the current export settings Added new Pro Feature 'Batch Export' to the Export to PNG/Gif Dialog. Allows you to choose several animations to export at once Added 'Trim To Entity' as an option for the Source Rectangle when performing a Batch Export. This will choose one bounding box size that will fit all of the selected animations for each entity Added 'Trim To All Entities' as an option for the Source Rectangle when performing a Batch Export. This will choose one bounding box size that will fit all selected animations for all entities Bug Fixes
    Removed tutorial video playback within Spriter (video links are still available) as a temporary fix for some users who were experiencing crashes due to the feature Fixed a bug where creating a bone required several undos to revert instead of one Fixed a bug where the images in the File Palette weren't updated after the Reload All Images was pressed Fixed a crash that would occur if you attempted to close Spriter while in the middle of renaming an entity
  14. Like
    sportrmhcnh reacted to SymboliC in Aligning all bones "start points/pivots"(?) to respective images' pivot points...   
    Hi,
     
    I'm not sure if this is applicable or if this function does even exist but in the next release can you include a feature like "align all bone pivots/starting points(? I don't if the terminology is correct here) to their respective images' pivots"... OR equalize all XY coordinates of bones to XY coordinates of respective images?
     
    Continuously pressing B to detach images from bones and positioning bones, reattaching images and this is followed by the correction of the placement of child objects is really an exhausting workflow for me...  :-|
     
    Please enlighten me if I'm doing something wrong or if there is an easier way for this. I have also checked the shortcuts but couldn't achieve what I was looking for.
     
    Actually, is it possible to position the bone (maybe while pressing another key) even if I don't detach it from its image?
     
    Thanks a lot,
  15. Like
    sportrmhcnh reacted to lucid in Please post feature suggestions here.   
    it's a definite possibility for the long term.
    good idea. It was already going to have the spinboxes, but that's a good idea. Also, the angle control will have a wheel you can rotate with your mouse.
    The current beta does have a 'protected selection' feature. You can drag, drop, and rotate a selected object even if it's behind others. only if you click a sprite on an area that doesn't overlap the currently selected object(s) will it change the selection.
    yes, that's in there
    yes, the next release will be native UI on Windows, Mac, and, Linux
    yes, all of that is planned for the long term, and the groundwork is already layed for those features.
    thanks for the kind words, and yes, we do want to work with the community to develop an ecosystem of some sort for both the animators and the developers.
    the todolist is huge, but things are going very well on fronts.
    working hard on the next version, and loving every minute of it.
  16. Like
    sportrmhcnh reacted to billymonks in Negative scale values in Trixt0r XNA implementation   
    Hello all, I apologize if I am posting in the wrong place.
     
    I am working on a game using the Trixt0r XNA implementation of Spriter to display objects.
     
    The other night I discovered that bones & sprites which had negative X_scale values were failing to render in game.
     
    --> 
     
    Are there any known solutions or workarounds? Any help with this issue would be greatly appreciated. 
     
    Edit: As a workaround I replaced the bones and sprites that had negative Xscale.
     
    Spriter is an excellent tool and I am very thankful for its existence, even in its early state, and Trixt0r for his open source implementations which have saved me months of work.  :mrgreen:
  17. Like
    sportrmhcnh reacted to RunnerPack in Nomenclature question   
    Hi, Spriter team and community,
     
     
    I'm in the middle of writing an email to a friend, and I just realized I have no idea what to call the output of Spriter to differentiate it from other kinds of "sprites". Is there an official name or phrase for these besides the somewhat clunky-sounding "Spriter sprites"? Going by the blurb on the main Spriter page, I would assume it's "modular sprites", but I've never seen that actual phrase used anywhere.
     
    I was thinking something like "skeletal sprites", but that sounds more like something that's not finished yet, like the early stages of a sprite. Besides, not all "Modular sprites" use bones... Also, I'm not sure if we need to differentiate from the output of similar tools, like Spine, or just use a generic phrase that covers the whole concept, then differentiate using "Spriter <phrase>" vs. "Spine <phrase>" etc.
     
    Anyone want to weigh in on this one? Mike? Edgar?
  18. Like
    sportrmhcnh reacted to lucid in scml documentation update   
    Just wanted to link to this on the main forum for anyone who's been waiting on this:
    viewtopic.php?f=3&t=12569
  19. Like
    sportrmhcnh reacted to ffman22 in construct 2-spriter coin-op jam.   
    name of  the game:

    this is  the work in progress of my  game for the construct 2 coin-op jam.
     
    here  I am online working in the animations in spriter.
    http://www.twitch.tv/carlofps
     
    zombie 1

    big zombie.

  20. Like
    sportrmhcnh reacted to SymboliC in Animation syncing problem in 2D   
    Hello all,
    Me and a friend of mine are trying to create a game...
    I am the graphics guy and creating the animations using Spriter.
    He is the developer using Unity enviroment and the assets and sprites that I create.
    Here is the scenario for a typical problem...
    We have two animations...
    Let's say,
    One is RUNNING and the other one is FIRE WHILE RUNNING.
    When you press the right arrow, the character starts to run (RUNNING) by default... and while running, if you press the fire key, another animation is triggered(FIRE WHILE RUNNING) in which the main character's right arm is risen as if shooting projectiles while running.
    The problem is both animations have the equal series of images (8 frames each, typical walk/run cycle) but the enetring and exiting the FIRE WHILE RUNNING animation is timeless, I mean it will eventully occur randomly depending on the interaction of the player.
    While transtioining from one animation to another, the legs just scramble... or there seems to be a glitchy skipping because that while FIRE WHILE RUNNING anim is let's say, on the 6th frame, the player stops to fire and therefore, RUNNING animation starts FROM THE FIRST FRAME... skipping the last two frames of FIRE WHILE RUNNING, which causes an absurd skipping in RUN cycle, considering the legs part.
    You may suggest to tear apart the body and use same leg sub-animation for both of these two different animations. But this ime another problem similar to the one above comes into play. The anatomic syncing of arms with legs!!!
    How do you overcome this problem in UNITY or do we have to do something additional in Spriter-side?
    How do you sync the positioning of the legs in both animations so that on entering and exiting of those two animations, the legs are always stay in sync??...
    Thanks a lot...
  21. Like
    sportrmhcnh reacted to Sprite in When dragging file into Construct it doesn't import the individual sprites   
    Hi, 
     
    I have a problem when importing the scml or scon file into Construct 2.
    It doesn't import the individual sprites/images, only the gray block with a number "1" appears. 
     
    The sprites show up in Spriter (I'm not getting any "missing-image" pictures). 
     
    The SCML and SCON file have the same name and are in the same directory as the folders of all the body-parts. 
     
     
    Can someone help me with this problem? 
  22. Like
    sportrmhcnh reacted to lucid in Spriter 1.0 Released!   
    Hello everyone,
    We're pleased to announce the official release of Spriter 1.0. It's been a long journey, and we'd like to thank all of our glorious Kickstarter backers and Early Adopters for making this possible.
    While this build offers substantial optimizations, and a few feature additions, enhancements, and bug fixes, we're just getting started with where we want to take Spriter. There will continue to be new builds with new features, enhancements, bug fixes, and improved documentation, which will be free updates for Spriter Pro owners. The Essentials version will also continue to get updates with bug fixes, and workflow enhancements.
    Thanks again and enjoy Spriter 1.0!
    Spriter Release 1
    Released 11/11/2014
    Additions and Enhancements


    [*:3lb04hxy]Several performance optimizations
    [*:3lb04hxy]Added Pro only feature to add custom watermarks to Png and Gif exports
    [*:3lb04hxy]Export to Png and Gif now recalls last used settings
    [*:3lb04hxy]Added the ability to resize the default pivot point editor
    [*:3lb04hxy]Added single action to copy the selection from canvas and paste it to all frames (available in the edit menu, the right click menu on the canvas, and with the keyboard shortcut Ctrl-D)
    [*:3lb04hxy]Paste to all frames now only creates one key for the addition if possible
    [*:3lb04hxy]Added 'Deselect All' to the right click menu after clicking an object on the canvas to make zoomed in editing of many overlapping parts easier
    Bug Fixes


    [*:3lb04hxy]Fixed a bug with anchored IK, where only rotating a bone not involved in the IK would cause the anchored IK to shift position upon releasing the mouse button
    [*:3lb04hxy]Fixed a bug with anchored IK, where moving a bone far up the chain from the IK would cause the anchored IK to shift position upon releasing the mouse button
    [*:3lb04hxy]Fixed several bugs in onion skinning where onion skins could get stuck stuck on the screen after they should have disappeared
    [*:3lb04hxy]Fixed a bug that caused unintended selection behavior in the file palette after dragging an image onto the canvas
    [*:3lb04hxy]Fixed a bug that allowed the default pivot point dialog to very large images into a window that extended outside the borders of the screen
    [*:3lb04hxy]Fixed a bug that caused the default pivot point dialog to appear in a different monitor than the program for certain setups
    [*:3lb04hxy]Fixed a bug where after deleting the last animation in an entity, the keyframes would remain in the timeline widget, and the program would crash if you attempted to edit them
    [*:3lb04hxy]Fixed a bug where sub-entity onion skins would either display incorrectly, or not at all
    [*:3lb04hxy]Fixed a bug where it was impossible to delete sub-entities
    [*:3lb04hxy]Fixed a bug where changes to the canvas zoom made using the keyboard shortcuts or menu items would revert back to the previous zoom level after making a change to the sprite z-order
    [*:3lb04hxy]Fixed a bug where changing a bone's angle would reset it's opacity to 100%
    [*:3lb04hxy]Fixed a bug where clicking to drag a bone would cause it's opacity to flicker momentarily if it's opacity was set to less than 100%
    [*:3lb04hxy]Fixed a bug where dragging and dropping a new sub-entity when a bone was selected would cause the sub-entity to shift it's location upon the drop
    [*:3lb04hxy]Fixed a bug where copy pasting multiple keys wouldn't always paste all keys
    A quick note about version numbers. We've opted to use release numbers instead of version numbers, so this build is Release 1, the next will be Release 2, etc. Hotfixes, and beta versions to be tested before being marked as stable releases will use decimals. (e.g Release 1.1)
  23. Like
    sportrmhcnh reacted to Mike at BrashMonkey in How to Embed Youtube Vids Into Your Post.   
    Hi Everyone,
    Since originally making this post the forum system has become easier and just pasting the url to your video should embed the video.
    Report here if it's not working for you.
    cheers.
    -Mike at BrashMonkey
  24. Like
    sportrmhcnh reacted to Mike at BrashMonkey in Please suggest anims for the Platform Adventure art pack   
    Hi everyone,
    Work has only just begun on what will be an enourmous art pack, filled with varying hero characters, npc characters, humanoid enemies, monsters, villiages, etc. All with char-maps and alternative art to change up their appearances. HUGE.
    It's far to early to make a remotely complete list of diferent animations that will end up in it, but I'll try and hit the basics anyway.
    Male hero 1: (based on Arthur from Nnar)
    idle in several states of fatigue
    walk
    run
    block with shield
    several loopable attacks with his sword
    block with sword
    dash attack with sword
    getting hit (several variations)
    simple speaking loop in several emotional states
    dieng
    jump
    fall
    special double jump
    uppercut attack with sword
    throw projectile
    There will also be several other humanoid hero characters with full sets of animations like the one mentioned above, but with very diferent physiques..such as a female warrior with throwing weapons, a monk with a staff, a large guy with axe or warhammer etc.
    A cast of villiagers of varient ages, all animated at idel, walking, and speaking in several emotional states...perhaps running in fear too
    Humanoid enemies with animation sets similar to the heroes.
    Hound like monsters with basic animations for combat.
    lots more..but we'd like to hear/see your suggestions too...
    Please let me know what you'd like to see in there as well. Ideally with links to video or image examples of the sort of thing you're talking about.
    cheers,
    Mike@BrashMonkey
  25. Like
    sportrmhcnh reacted to lucid in Spriter r2 released! Steam Sale 50% until December 2nd   
    Hello everyone!
        Welcome to the first post 1.0 release of Spriter.  Aside from a couple of bug fixes, this release includes a new video help option that lets you watch our YouTube tutorials in a floating window (with links to open the playlists in your default browser).  Video Help will show up immediately upon startup to give guidance for beginners, and the window has an option to disable this behavior.  Spriter will now warn you if you try to save outside the project directory that it won't be able to find it's images, and will also provide an explanation and the expected file structure when you load a file with missing images.
    An important note for Mac users.  There is an optimization in this version that may correct the performance issues some users have been experiencing on the Mac.  Please let me know if this fixes the issue for you, as it seemed to make a significant difference on our machines.
    We will continue to fix bugs and provide minor feature updates, but my primary focus at the moment is completing the developer documentation.
    Lastly, if you're reading this and you don't already own Spriter Pro, or you have a friend who doesn't, Steam is having their Autumn Sale now, and Spriter is 50% off until December 2nd.  Spread the word!
    Thanks everyone, and enjoy the new build!

    download Spriter r2 here
    Change-Log 11/28/2014Additions and Enhancements
    Performance optimizations - possible fix for Mac slowdown issues Added Video Help on startup (with the option to never show again), and in the Help menu Added a link the Grey Guy example file in the Help menu Added a warning when attempting to save outside of the project directory(with the option to never show again) Added a warning/explanation that pops up when a project has missing images, and displays the expected file tree(with the option to never show again) Added a Help menu option to reset all 'show this message again' checkboxes Saving a resized project no longer allows you to save to your current project folder or any of it's subfolders to avoid confusion and overwriting or mixing up both projects' images Saving a resized project now confirms individual image overwrites as it creates resized copies of images Original image size data is now preserved in Missing Image placeholders Original image size data is now preserved when saving a project with missing images Bug Fixes
    Fixed a crash that could occur with certain projects with missing folders and images Fixed a bug that would give autosaves the *.scon extension when working on a project last saved as *.scon, even though all autosave data is saved as scml Fixed a bug that would cause child bones created on very wide parent bones to have 0 width
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